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' Load/save JSON files
LOADJSON arr$, "file.json"
SAVEJSON arr$, "file.json"
```
---
## Fast Trigonometry
~20× faster than `SIN(RAD(x))`, 1-degree precision. Uses ~5.6 KB memory.
```basic
FastTrig(TRUE) ' Enable lookup tables (must call first)
LET x$ = FastCos(45) ' Degrees, auto-normalized 0–359
LET y$ = FastSin(90)
LET r$ = FastRad(180) ' Deg→rad (no FastTrig needed)
FastTrig(FALSE) ' Free memory
```
Use for raycasting, sprite rotation, particle systems, any high-freq trig.
---
## Libraries & INCLUDE
```basic
INCLUDE "helpers.bas" ' Insert source at this point
INCLUDE "MathLib.bb" ' Load compiled library
' Compile library (functions only — no loose code)
' bazzbasic.exe -lib MathLib.bas → MathLib.bb
' Function names auto-prefixed: MATHLIB_functionname$
PRINT FN MATHLIB_add$(5, 3)
```
Library functions can read main-program constants (`#`). `.bb` files are version-locked.
---
## Program Structure
```basic
' ---- 1. CONSTANTS (or INCLUDE "constants.bas") ----
LET SCREEN_W# = 640
LET SCREEN_H# = 480
LET MAX_SPEED# = 5
' ---- 2. FUNCTIONS (or INCLUDE "functions.bas") ----
DEF FN Clamp$(v$, lo$, hi$)
IF v$ < lo$ THEN RETURN lo$
IF v$ > hi$ THEN RETURN hi$
RETURN v$
END DEF
' ---- 3. INIT (declare ALL variables here, not inside loops) ----
' Performance: variables declared outside loops avoid repeated existence checks.
[inits]
SCREEN 0, SCREEN_W#, SCREEN_H#, "My Game"
LET x$ = 320
LET y$ = 240
LET running$ = TRUE
' ---- 4. MAIN LOOP ----
[main]
WHILE running$
IF INKEY = KEY_ESC# THEN running$ = FALSE
GOSUB [sub:update]
GOSUB [sub:draw]
SLEEP 16
WEND
SOUNDSTOPALL
END
' ---- 5. SUBROUTINES (or INCLUDE "subs.bas") ----
[sub:update]
IF KEYDOWN(KEY_LEFT#) THEN x$ = x$ - MAX_SPEED#
IF KEYDOWN(KEY_RIGHT#) THEN x$ = x$ + MAX_SPEED#
RETURN
[sub:draw]
SCREENLOCK ON
LINE (0,0)-(SCREEN_W#, SCREEN_H#), 0, BF
CIRCLE (x$, y$), 10, RGB(0, 255, 0), 1
SCREENLOCK OFF
RETURN
```
**Key conventions:**
- Variables: `camelCase$` | Constants: `UPPER_SNAKE_CASE#` | Functions: `PascalCase$`
- Labels: `[gameLoop]` for jump targets, `[sub:name]` for subroutines
- Image/sound IDs that never change → use constants: `LET MY_IMG# = LOADIMAGE("x.png")`
- Group many image/sound IDs → use arrays: `DIM sprites$` / `sprites$("player") = LOADIMAGE(...)`
---
## Performance Tips
- `LINE (0,0)-(W,H), 0, BF` to clear — much faster than `CLS`
- Always wrap draw code in `SCREENLOCK ON` / `SCREENLOCK OFF`